Add planet lighting (#32522)
* Implements a Dynamic Lighting System on maps. * Edit: the night should be a little bit brighter and blue now. * Major edit: everything must be done on the client side now, with certain datafield replicated. Changes were outlined in the salvage to accommodate the new lighting system. * Edit: The offset is now serverside, this makes the time accurate in all situations. * Removing ununsed import * Minor tweaks * Tweak in time precision * Minor tweak + Unused import removed * Edit: apparently RealTime is better for what I'm looking for * Fix: Now the time is calculated correctly. * Minor tweaks * Adds condition for when the light should be updated * Add planet lighting * she * close-ish * c * bittersweat * Fixes * Revert "Merge branch '22719' into 2024-09-29-planet-lighting" This reverts commit 9f2785bb16aee47d794aa3eed8ae15004f97fc35, reversing changes made to 19649c07a5fb625423e08fc18d91c9cb101daa86. * Europa and day-night * weh * rooves working * Clean * Remove Europa * Fixes * fix * Update * Fix caves * Update for engine * Add sun shadows (planet lighting v2) For now mostly targeting walls and having the shadows change over time. Got the basic proof-of-concept working just needs a hell of a lot of polish. * Documentation * a * Fixes * Move blur to an overlay * Slughands * Fixes * Remove v2 work * Finalise --------- Co-authored-by: DoutorWhite <thedoctorwhite@gmail.com>
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37
Resources/Prototypes/Entities/Markers/tile.yml
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37
Resources/Prototypes/Entities/Markers/tile.yml
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@@ -0,0 +1,37 @@
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- type: entity
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id: BaseRoofMarker
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abstract: true
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placement:
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mode: SnapgridCenter
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components:
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- type: Transform
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anchored: true
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- type: Sprite
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drawdepth: Overdoors
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sprite: Markers/cross.rsi
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- type: entity
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id: RoofMarker
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name: Roof
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suffix: Enabled
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parent: BaseRoofMarker
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components:
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- type: SetRoof
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value: true
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- type: Sprite
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layers:
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- state: green
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shader: unshaded
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- type: entity
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id: NoRoofMarker
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name: Roof
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suffix: Disabled
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parent: BaseRoofMarker
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components:
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- type: SetRoof
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value: false
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- type: Sprite
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layers:
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- state: red
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shader: unshaded
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@@ -543,7 +543,7 @@
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- type: Tag
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tags:
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- Wall
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- Diagonal
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- Diagonal
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- type: Sprite
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drawdepth: Walls
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sprite: Structures/Walls/plastitanium_diagonal.rsi
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@@ -7,6 +7,8 @@
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snap:
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- Wall
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components:
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- type: TileEmission
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color: "#FF4500"
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- type: StepTrigger
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requiredTriggeredSpeed: 0
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intersectRatio: 0.1
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@@ -7,6 +7,8 @@
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snap:
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- Wall
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components:
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- type: TileEmission
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color: "#974988"
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- type: StepTrigger
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requiredTriggeredSpeed: 0
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intersectRatio: 0.1
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@@ -544,6 +544,7 @@
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- !type:BiomeTileLayer
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threshold: -1.0
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tile: FloorAsteroidSand
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flags: 1
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# Asteroid
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- type: biomeTemplate
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